Posts Tagged fps

From Innsmouth, With Love


Call of the Cthulhu: Dark Corners of the Earth took a long time to develop. When it was finally released, its insanity mechanic and physics engine were no longer novelties, its visuals looked dated, and its feeble gunplay and frustrating stealth left FPS fans largely dissatisfied. The adventuring elements stood out among the genre, though, and the game did a fantastic job of implementing the Mythos’ bestiary.

The Call of the Cthulhu setting is very much about the unimaginable terrors of the cosmos. Humankind is fairly insignificant against this backdrop, and the notable races and entities range tremendously in motives and capabilities. Although Dark Corners of the Earth has its fair share of grunt enemies, trying to distill all of the Mythos into common FPS foes with movement speeds, line-of-sight ranges, HP values, weapon weaknesses, etc., wouldn’t have been true to the source material.


The Lost City of Pnakotus is teased from the very beginning.

Thankfully Headfirst Productions didn’t go that route, instead focusing on how to best implement the iconic monstrosities as they appeared in the original stories and Chaosium’s Pen & Paper campaigns. Here are my three favourite examples:

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Minimap Rotation

Not too long ago I praised The Witcher for a plethora of things it did really well. The sequel’s not bad either, but its minimap is absolutely horrible. The main problem is that it rotates with the camera, and the lack of compass directions also exasperates the issue.

Rotating minimaps are great for following a linear path, which is why GPS devices use this design. The user hardly ever needs to worry about whether they’re driving South or South-East, but they need to accurately follow the generated route. Consequently, it’s a lot easier if the path is always facing the same direction as the car, i.e., if the arrow on the screen is pointing right, they need to make a right hand turn.

However, if the map doesn’t rotate, then driving South with an arrow pointing right actually means making a left-hand turn. To avoid this confusion and unnecessary work with mentally rotating the map, the view of GPS devices is synched to match that of the car.

FPS titles also tend to benefit from rotating minimaps. Their levels are often small or just linear, and it’s very helpful for the player to be synced with the minimap view. The reason for this is that split-second decisions often need to be made based on the immediate surroundings.

For example, if the player is following a team-mate turning right but there’s an enemy hiding just around the left corner, it’s beneficial to instantly know which direction to face in order to counter the ambush. Since FPS games also inherently don’t possess a floating camera, it’s that much more advantageous to be aware of what’s lurking beyond the player’s view as there’s no other way to peek around the scenery.

Static minimaps, on the other hand, are much more suitable for games with large areas that need to be traversed multiple times.

In these titles, it’s important to familiarize oneself with the layout of the land in order to travel through it efficiently. Goals are often described with compass directions in mind, and landmarks are used to aid in the building of a mental map for the overall area.

If the minimap constantly swings around, not only does it keep changing the direction north is pointing, but it also forces the player to digest a radically different topography each time they glance at the minimap. A static view is superior to this as it facilitates the parsing and memorization of an area’s layout. This in turn allows the player plot their own paths and comfortably maneauver through the game’s environments.

Of course some players are only used to one approach or the other, in which case why not simply include both options?

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Framerates Matter


A while ago I was reading up on Starblade, one of the first commercial polygon-based games. What really struck me about the game was just how smooth it was compared to its spiritual successor, Starfox (granted the above links are YouTube videos that don’t accurately reflect framerates, but the differences are still quite noticeable).

It’s an extreme case, but one that nicely demonstrates the importance of rendering speeds.


Despite having animations that consisted of only 2-3 frames, many classic games ran at 60fps. This granularity helped to smooth out movement, including Mario's beloved jump.

Of course no one ever complains about games being too smooth, but the debate of 30fps vs. 60fps continues to pop up. What’s more, the 60fps side keeps losing ground, often to the argument that humans can’t really detect more than 30 frames in a single second.

And that is completely untrue.

It’s an inherently flawed statement as humans are not digital machines. The human brain is always on, always receiving input. Light hits our eyes as a wave, and the information it carries is almost instantly transmitted to the Visual Cortex. The brain analyzes this data, focusing on changes brought on by motion and fluctuations in intensity. Displacement is interpolated via motion blur and identical input is discarded to avoid extraneous processing.

The “decoded” image is further analyzed by various parts of the brain, but the overall process — as complex as it is — is quite fast and versatile. Much faster than 30fps. Faster than 60fps, in fact.

So where does the myth of 30fps come from? Well, film and TV for the most part, but the framerates of those media are not analogous to those of videogames. Others have written extensively about the topic, so I won’t go too deep into it. What I’d like to talk about, though, is why high framerates are important to games.


The Unreal Tournament series has been known for letting its players set very high FPS benchmarks.

As a preface, different titles obviously have different requirements, and some suffer more from a low FPS than others. Also, the reasons for Insomniac’s decision to move away from their 60fps standard were completely understandable, if a little painful to accept.

With that said, here’s why I think high framerates are important:

1). Granularity

The framerate of a game is usually directly tied to the processing of its logic. As a result, action games that run at 30fps cannot have the same granularity of movement as those that run at 60fps. This might not matter much for turn-based strategy titles, but it makes an awful lot of shmups technically impossible to do at lower framerates.

2). Input Lag

Games are inherently an interactive medium, and as such the response times for input need to be virtually instant. On the hardware side this is rarely an issue, but a stuttering framerate can reduce the response times and greatly detract from the overall experience (especially in “twitch” titles).

3). Consistency

30fps isn’t bad, but what most people fail to realize is that it’s often the “ceiling” measurement, i.e., the best case scenario. Unlike TV and film, games are dynamic, and the processing required to render any given scene can fluctuate quite significantly. As a result, 30fps games actually tend to run at a rate of 20-30fps. These sort of inconsistencies can be very difficult to avoid, but they’re much less noticeable with higher benchmarks.


Motion blur at its finest.

4). Motion Blur

Motion blur is the biggest reason TV and film get away with smaller framerates. The phenomenon of motion blur relies on the human brain’s ability to stitch together a series of blurred images into a single, smooth animation. Until fairly recently, games had absolutely no motion blurring, and even these days it doesn’t have quite the same effect. The reason for this is that post-process blurring is not always accurate, and in many cases purposely exaggerated to create a distinctive visual effect.

To properly accommodate for all these factors, a high framerate is a must. And when it’s there, it creates a certain synchronization between the player and the game; a smooth flow that more developers should strive to achieve.

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